Lasse Juul Kolding

dubbilan

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Gamedev

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Recent Forum Posts

H15 - Local Variables in PolyExtrude Oct. 3, 2016, 9:20 p.m.

seth_ro18
I really like the new @attribute system, makes it much easier to teach too.

I'm a little confused with using attributes in the polyextrude node. The intuition is to put @extrudeamount (a prim attribute on our geometry) into the Distance parameter. But that doesn't work.

If we go to the Local Control and put extrudeamount into the Distance Scale parameter, it works.

However, it seems like it would be more consistent if we could just put attributes straight into the Distance parameter, not have separate local control parameters. Should that be working?

I second this. I have just driven myself crazy trying to use attributes to change the standard parameters of both polyextrude and peak sop, until I found this post!

Boolean with transitional fillet? Sept. 24, 2016, 5:25 p.m.

Thanks a lot Lyr!

It definitely goes in the right direction… still quite limiting how small the bevel has to be in this particular example, but maybe it's mathematically not_so_easy with polygons to go further.

In any case, this will work for many things, thanks

Boolean with transitional fillet? Sept. 22, 2016, 5:31 p.m.

Thanks Enivob!

It's a really cool tutorial and technique, but I had tried out this VDB combine technique before. It doesn't really give me the control of the transition between the two volumes that I'm looking for, and also the shape remains quite bumpy and jagged due to cube nature of the voxels. Even at high resolutions it doesn't really look nice for what I'm looking for.
If I wanted to use the technique to design hard surface organic objects and use those for real-time use, I'm back to having to re-topologize, and then I might as well just model such stuff in Solid Works where I have the transition control that I'm looking for. Again, annoyingly needing to re-topologize and loosing the procedural tweakability after that…